Video game environment that tracks help and advice provided to other player characters

ABSTRACT

A virtual game environment in which characters are allowed to give help to one another and in which the game tracks the amount of helpfulness of each character is provided. Characters may be rewarded or paid for giving help to each other. In some embodiments, help may be given in the form of advice.

PRIORITY CLAIM

The following application claims priority to U.S. ProvisionalApplication Ser. No. 60/727,121 “Methods, Processes, and System toEnhance a Player Experience of a Video Game” filed Oct. 14, 2005, whichis hereby incorporated by reference in their entirety for all purposes.

BACKGROUND

Video games which are accessible to multiple players via a server arewell known. For example, hundreds of thousands of players access gamesknown as massive multi player online games (MMOGs). Players of thesegames customarily access a game repeatedly (for durations typicallyranging from a few minutes to several days) over given period of time,which may be days, weeks, months or even years. The games are oftenconstructed such that players pay a periodic subscription price (e.g.,$15 per month) rather than, or in addition to, paying a one timepurchase price for the game. Often, though not necessarily, these gameshave no ultimate “winner” or “winning goal,” but instead attempt tocreate an enjoyable playing environment and a strong player community.

It would be advantageous to provide improved methods and apparatus forincreasing the enjoyment and/or longevity of video games.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a system 10 according to one embodiment ofthe present description.

FIG. 2 is a block diagram depicting exemplary databases suitable for usein system 10.

FIG. 3 is a block diagram of system 10 including an Expert Managementprogram.

FIG. 4 is a block diagram depicting additional exemplary databasessuitable for use in a system that includes an Expert Management program.

DETAILED DESCRIPTION

Definitions:

Unless stated to the contrary, for the purposes of the presentdisclosure, the following terms shall have the following definitions:

Credit Card—a credit instrument issued by a real world institution to aplayer that allows the player to make purchases by providing an accountidentifier (e.g. a credit card number) rather than cash or othercurrency. An example is a credit card like those issued by Visa,Mastercard, or American Express. For the purposes of the presentdisclosure, the term “Credit card” is intended in a very broad sense andis not limited to those situations in which a player's purchases aremade on credit (i.e. where payments for those purchases is not due untila later time) but also includes financial instruments such as debitcards, check cards, and the like.

Real Cash Value—the value in real dollars of the obligation. This valuecan be determined by multiplying the financial obligation value by thethen published exchange rate to real dollars.

Game Environment—an online game such as World of Warcraft or a virtualcommunity such as Second Life.

Total virtual obligation amount—the total amount of virtual financialobligations associated with a player character account.

Virtual Contract—An enforceable agreement between a player character andeither another player character or a game server. Some examples ofvirtual contracts are provided in U.S. Provisional Patent ApplicationSer. No. 60/652,036, which is hereby incorporated by reference in itsentirety for all purposes.

Virtual—shall mean in a game environment or other intangible space.

Virtual Environment—an online game such as World of Warcraft or avirtual community such as Second Life.

Virtual Creditor—shall mean a first player character who is owed avirtual obligation by a second player character.

Virtual Financial Obligation—An agreement by a player character orentity to pay one or more game attributes to another player character,entity or the game server. This obligation can be a one time payment, ormultiple payments over time. The obligation can specify that paymentsare due on virtual or real dates.

Virtual Financial Obligation Value—the in game value of the obligation.For virtual cash the value is stated as a virtual cash amount. For othergame attributes, the value can be determined by generating a virtualcash market value for the item based on the current value in an onlinemarketplace or exchange. The value of the obligation can also be set asa condition of the player contract.

Billing Information—shall mean any information pertaining to billing aplayer including a billing address, credit card account, bank account,pay pal account or other payment information.

Character—shall mean a persona created by a player in a video game.

Character Account—shall mean an account that tracks characterattributes.

Character Attribute—shall mean any quality, trait, feature orcharacteristic a particular Character can have that is stored in thecorresponding Character Account. Character Attributes shall include, butnot be limited to:

-   -   A character score    -   A virtual object    -   The physical appearance of a character    -   An emblem or mark    -   A synthetic voice    -   Virtual money    -   Virtual help points or credits    -   The ability to join groups of other players at a later time    -   A score for subsequent matching of later game parameters    -   A relationship with another character    -   A genetic profile or makeup

Character Life—shall mean a fixed period of virtual or real world timethat a player character can exist in a game environment.

Character Skills—shall mean game attributes inherent or acquired by aplayer character during game play such as, but not limited to: theability to cast certain spells, foretell the future, read minds, usecertain weapons, cook, hunt, find herbs, assemble herbs into potions,mine, assemble objects into other objects, fly, and/or enchant otherplayer characters.

Computer Generated Character—shall mean any character that is generatedby the system rather than being another player character.

Game Parameter—shall mean any part of a Video Game by which characterscan be measured. Game Parameters shall include, but not be limited to:

-   -   Completing all or part of a mission    -   Playing for a certain period of time    -   Winning a match against another player character or computer        generated character    -   Reaching a certain level or score    -   using or obtaining an ability or technology    -   kill/death ratios    -   obtaining an object    -   solving a puzzle    -   accuracy with weapons    -   effective use of the proper weapon    -   killing a certain character/creature    -   getting through or to a certain geographic area    -   decreasing or increasing points for a character trait (e.g.        skill level, strength, intelligence, speed, etc.)    -   getting, buying, exchanging or learning a new skill or player        attribute    -   having a child    -   getting married    -   obtaining, buying, trading, producing or developing raw        materials    -   producing goods or services    -   earning income    -   earning a higher rank in an army    -   winning an election among two or more player characters    -   achieving deity status    -   improving player character status or caste    -   assisting other player characters with any of the above    -   speed of accomplishing any of the above

In-game Marketplace—shall mean a virtual environment where Characterscan exchange Attributes.

Massive Multi Player Online Video Game—Shall mean a Video Game that isplayed using either a network of a Video Game Central Server and atleast two Video Game Consuls or a peer-to-peer network of at least twoVideo Game Consuls. Players create Characters that may interact witheach other in a Video Game Environment that is stored on the Video GameCentral Server and the Video Game Consuls.

Novice Player—Shall mean a player that is flagged as requiring the helpof an expert to complete a Game Parameter.

NPC—(non player character) a computer generated character in the game

Player—shall mean an individual who can register an account with a VideoGame Central Server or within a peer-to-peer network and createCharacters that can interact with other Characters in a Video GameEnvironment.

Player Account—Shall mean an account on the Video Game Central Server orwithin a peer-to-peer network that contains a Player profile includingpersonal, billing, and character account information.

Player Attribute—shall mean any attribute that can be applied to aplayer account. Player Attributes shall include, but not be limited to:

-   -   Real Money    -   Discount of monthly fees for playing game    -   Monthly fee for playing a game    -   Global character attribute settings for all characters created        by player across multiple games.    -   Rewards for encouraging another player to signup to play

Player to Player Contract—shall mean a virtual but binding contractbetween player characters that allows the players to provide or exchangegame attributes to one another. Once a player-to-player contract isestablished, the game server or peer-to-peer network automaticallydistributes acquired game attributes between the player characters basedon the contract conditions.

Video Game—shall mean a game played on a Video Game Consul that may ormay not be networked to a Video Game Central Server or within apeer-to-peer network.

Video Game Consul—shall mean a device comprising a CPU, memory andoptional permanent storage residing at a player location that can allowfor the playing of video games. Examples include, home PCs, MicrosoftXbox, and Sony Playstation.

Video Game Central Server—shall mean a CPU, memory and permanent ortemporary storage that is connected to multiple Video Game Consuls thatallows for Massive Multi Player Online Video Games to be played.

Video Game Environment—Shall mean a virtual video game world that isstored on the combination of the Video Game Central Server and VideoGame Consuls where Characters interact and games are played.

The term “product” means any machine, manufacture and/or composition ofmatter, unless expressly specified otherwise.

The term “process” means any process, algorithm, method or the like,unless expressly specified otherwise.

Each process (whether called a method, algorithm or otherwise)inherently includes one or more steps, and therefore all references to a“step” or “steps” of a process have an inherent antecedent basis in themere recitation of the term ‘process’ or a like term. Accordingly, anyreference in a claim to a ‘step’ or ‘steps’ of a process has sufficientantecedent basis.

The terms “an embodiment”, “embodiment”, “embodiments”, “theembodiment”, “the embodiments”, “one or more embodiments”, “someembodiments”, “certain embodiments”, “one embodiment”, “anotherembodiment” and the like mean “one or more (but not all) embodiments ofthe disclosed invention(s)”, unless expressly specified otherwise.

The term “variation” of an invention means an embodiment of theinvention, unless expressly specified otherwise.

A reference to “another embodiment” in describing an embodiment does notimply that the referenced embodiment is mutually exclusive with anotherembodiment (e.g., an embodiment described before the referencedembodiment), unless expressly specified otherwise.

The terms “including”, “comprising” and variations thereof mean“including but not limited to”, unless expressly specified otherwise.

The term “consisting of” and variations thereof mean “including andlimited to”, unless expressly specified otherwise.

The terms “a”, “an” and “the” mean “one or more”, unless expresslyspecified otherwise.

The term “plurality” means “two or more”, unless expressly specifiedotherwise.

The term “herein” means “in this patent application, including anythingwhich may be incorporated by reference”, unless expressly specifiedotherwise.

The phrase “at least one of”, when such phrase modifies a plurality ofthings (such as an enumerated list of things) means any combination ofone or more of those things, unless expressly specified otherwise. Forexample, the phrase “at least one of a widget, a car and a wheel” meanseither (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car,(v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, acar and a wheel.

Numerical terms such as “one”, “two”, etc. when used as cardinal numbersto indicate quantity of something (e.g., one widget, two widgets), meanthe quantity indicated by that numerical term, but do not mean at leastthe quantity indicated by that numerical term. For example, the phrase“one widget” does not mean “at least one widget”, and therefore thephrase “one widget” does not cover, e.g., two widgets.

The phrase “based on” does not mean “based only on”, unless expresslyspecified otherwise. In other words, the phrase “based on” describesboth “based only on” and “based at least on”.

The term “represent” and like terms are not exclusive, unless expresslyspecified otherwise. For example, the term “represents” do not mean“represents only”, unless expressly specified otherwise. In other words,the phrase “the data represents a credit card number” describes both“the data represents only a credit card number” and “the data representsa credit card number and the data also represents something else”.

The term “whereby” is used herein only to precede a clause or other setof words that express only the intended result, objective or consequenceof something that is previously and explicitly recited. Thus, when theterm “whereby” is used in a claim, the clause or other words that theterm “whereby” modifies do not establish specific further limitations ofthe claim or otherwise restricts the meaning or scope of the claim.

The term “e.g.” and like terms means “for example”, and thus does notlimit the term or phrase it explains. For example, in the sentence “thecomputer sends data (e.g., instructions, a data structure) over theInternet”, the term “e.g.” explains that “instructions” are an exampleof “data” that the computer may send over the Internet, and alsoexplains that “a data structure” is an example of “data” that thecomputer may send over the Internet. However, both “instructions” and “adata structure” are merely examples of “data”, and other things besides“instructions” and “a data structure” can be “data”.

The term “determining” and grammatical variants thereof (e.g., todetermine a price, determining a value, determine an object which meetsa certain criterion) is used in an extremely broad sense. The term“determining” encompasses a wide variety of actions and therefore“determining” can include calculating, computing, processing, deriving,investigating, looking up (e.g., looking up in a table, a database oranother data structure), ascertaining and the like. Also, “determining”can include receiving (e.g., receiving information), accessing (e.g.,accessing data in a memory) and the like. Also, “determining” caninclude resolving, selecting, choosing, establishing, and the like.

The term “determining” does not imply certainty or absolute precision,and therefore “determining” can include estimating, predicting, guessingand the like.

The term “determining” does not imply that mathematical processing mustbe performed, and does not imply that numerical methods must be used,and does not imply that an algorithm or process is used.

The term “determining” does not imply that any particular device must beused. For example, a computer need not necessarily perform thedetermining.

It will be readily apparent to one of ordinary skill in the art that thevarious processes described herein may be implemented by, e.g.,appropriately programmed general purpose computers and computingdevices. Typically a processor (e.g., one or more microprocessors, oneor more microcontrollers, one or more digital signal processors) willreceive instructions (e.g., from a memory or like device), and executethose instructions, thereby performing one or more processes defined bythose instructions.

A “processor” means one or more microprocessors, central processingunits (CPUs), computing devices, microcontrollers, digital signalprocessors, or like devices or any combination thereof.

Thus a description of a process is likewise a description of anapparatus for performing the process. The apparatus can include, e.g., aprocessor and those input devices and output devices that areappropriate to perform the method.

Further, programs that implement such methods (as well as other types ofdata) may be stored and transmitted using a variety of media (e.g.,computer readable media) in a number of manners. In some embodiments,hard-wired circuitry or custom hardware may be used in place of, or incombination with, some or all of the software instructions that canimplement the processes of various embodiments. Thus, variouscombinations of hardware and software may be used instead of softwareonly.

The term “computer-readable medium” refers to any medium thatparticipates in providing data (e.g., instructions, data structures)which may be read by a computer, a processor or a like device. Such amedium may take many forms, including but not limited to, non-volatilemedia, volatile media, and transmission media. Non-volatile mediainclude, for example, optical or magnetic disks and other persistentmemory. Volatile media include dynamic random access memory (DRAM),which typically constitutes the main memory. Transmission media includecoaxial cables, copper wire and fiber optics, including the wires thatcomprise a system bus coupled to the processor. Transmission media mayinclude or convey acoustic waves, light waves and electromagneticemissions, such as those generated during radio frequency (RF) andinfrared (IR) data communications. Common forms of computer-readablemedia include, for example, a floppy disk, a flexible disk, hard disk,magnetic tape, any other magnetic medium, a CD-ROM, DVD, any otheroptical medium, punch cards, paper tape, any other physical medium withpatterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any othermemory chip or cartridge, a carrier wave as described hereinafter, orany other medium from which a computer can read.

Various forms of computer readable media may be involved in carryingdata (e.g. sequences of instructions) to a processor. For example, datamay be (i) delivered from RAM to a processor; (ii) carried over awireless transmission medium; (iii) formatted and/or transmittedaccording to numerous formats, standards or protocols, such as Ethernet(or IEEE 802.3), SAP, ATP, Bluetooth™, and TCP/IP, TDMA, CDMA, and 3G;and/or (iv) encrypted to ensure privacy or prevent fraud in any of avariety of ways well known in the art.

Thus a description of a process is likewise a description of acomputer-readable medium storing a program for performing the process.The computer-readable medium can store (in any appropriate format) thoseprogram elements which are appropriate to perform the method.

Just as the description of various steps in a process does not indicatethat all the described steps are required, embodiments of an apparatusinclude a computer/computing device operable to perform some (but notnecessarily all) of the described process.

Likewise, just as the description of various steps in a process does notindicate that all the described steps are required, embodiments of acomputer-readable medium storing a program or data structure include acomputer-readable medium storing a program that, when executed, cancause a processor to perform some (but not necessarily all) of thedescribed process.

Where databases are described, it will be understood by one of ordinaryskill in the art that (i) alternative database structures to thosedescribed may be readily employed, and (ii) other memory structuresbesides databases may be readily employed. Any illustrations ordescriptions of any sample databases presented herein are illustrativearrangements for stored representations of information. Any number ofother arrangements may be employed besides those suggested by, e.g.,tables illustrated in drawings or elsewhere. Similarly, any illustratedentries of the databases represent exemplary information only; one ofordinary skill in the art will understand that the number and content ofthe entries can be different from those described herein. Further,despite any depiction of the databases as tables, other formats(including relational databases, object-based models and/or distributeddatabases) are well known and could be used to store and manipulate thedata types described herein. Likewise, object methods or behaviors of adatabase can be used to implement various processes, such as thedescribed herein. In addition, the databases may, in a known manner, bestored locally or remotely from any device(s) which access data in thedatabase.

Various embodiments can be configured to work in a network environmentincluding a computer that is in communication (e.g., via acommunications network) with one or more devices. The computer maycommunicate with the devices directly or indirectly, via any wired orwireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, atelephone line, a cable line, a radio channel, an optical communicationsline, commercial on-line service providers, bulletin board systems, asatellite communications link, a combination of any of the above). Eachof the devices may themselves comprise computers or other computingdevices, such as those based on the Intel® Pentium® or Centrino™processor, that are adapted to communicate with the computer. Any numberand type of devices may be in communication with the computer.

In an embodiment, a server computer or centralized authority may not benecessary or desirable. For example, the present invention may, in anembodiment, be practiced on one or more devices without a centralauthority. In such an embodiment, any functions described herein asperformed by the server computer or data described as stored on theserver computer may instead be performed by or stored on one or moresuch devices.

Description

According to one or more embodiments, the present invention providesmethods and systems for players to improve their progression through avideo game by helping other player characters.

According to one or more embodiments of the invention, “helpfulness,”that is the amount of help a given player character has provided toother player characters is a measured trait in a video game. Acharacter's helpfulness may be measured using any suitable methodincluding, but not limited to, those methods that have been previouslyused to measure other character traits (e.g. strength, health,intelligence, weapon ownership, skills, etc.) with which those of skillin the art will be familiar. For example, a game may include a runningtally of help points that are associated with a particular playercharacter. A player character's help point tally may be provided as partof the in-game display, or an item that is accessible (i.e. viewable) bya player before, during, or after game play—for example by accessing andthen browsing through a game statistics menu. An in-game help pointtally may be provided, for example, as a numerical figure that appearsin a portion of the game screen, with or without additional information(e.g. other character trait tallies). Alternatively, an in-game helppoint tally may be provided in the form of a bar graph, or through theuse of any other suitable indicia.

For ease of description, the present disclosure may make reference tohelp “points” when referring to a player character's acquisition,accumulation, or loss of helpfulness in a game. It should be understood,however, that a player's helpfulness need not be measured in terms ofpoints or absolute values or given a numerical (or other) measurement.Other systems, such as, for example, where a player character has acertain maximum amount of helpfulness that can be accumulated and theplayer controlling the character is provided with an indication as towhat percentage of the maximum amount of helpfulness has beenaccumulated (e.g. a simple bar graph that increases and decreases inlength as a player character is deemed more or less helpful or gives orreceives more or less help) are contemplated by the present disclosure.

According to one or more embodiments, each player character may have anaccount that measures the amount of help the character has given toother characters. As the game progresses, a character may accumulatehelp points for helping other characters in the game. For example,character X may be attempting to solve a puzzle in a game that characterY has already solved. Character Y may help character X solve the puzzleand may receive help points for doing so.

According to a first embodiment, the game system may manage, distributeand remove help points from the characters based on their actionswithout ramification to other players. Accordingly, in the exampleabove, the system may pay character Y a given amount of help pointswithout consequence to character X.

Alternatively, some or all of the help points given to a character whogives help (e.g. character Y) may be paid by (or otherwise deductedfrom) the character who has received the help (e.g. character X). Thehelp points paid may be deducted from the amount of help points that acharacter has earned. This embodiment creates a dynamic whereby in orderfor a character to receive help, the character must give help. Playercharacters may initially be given a certain number of help points whichthey can use when they first start the game, or, they may be required toinitially help another character before they can receive any help atall.

According to one or more embodiments, help points may be accumulated byassisting another character in completing, partially completing, orattempting to complete a game parameter. It will be understood that thetype of assistance given may be dependant upon the particular gameparameter that the helpee (the character receiving the help) isattempting to complete.

As non-limiting examples, assistance may be given in the form of writtennotes (e.g. emails or instant messages including a text-based or otherform of an answer or hint); lending or giving a virtual object thatsolves or helps to solve a puzzle or otherwise aids the helpee incompleting the parameter; and/or performing a mission with the helpee.

For example, a particular game may require that a player have collectedone or more specific items, such as a key (or set of keys), before aspecific door can be opened. A helper may be able to give anothercharacter help by: text messaging to the helpee the location of one ormore of the keys or other instructions regarding how to obtain thekey(s); giving or lending the helpee the key(s); and/or looking for thekey(s) with the helpee.

According to one embodiment, a helper may only receive help points ifthe helpee successfully completes the game parameter. Alternatively, thenumber of help points given to the helper (the character providing thehelp) may or may not be dependant upon the degree of success by thehelpee in completing the task.

Therefore, according to some embodiments, in the example above, thehelper may only be given help points after the helpee successfully opensthe door. Alternatively, the helper may be given help points aftersending a text message with the location of one of the keys or givingthe helpee the key(s), whether or not the helpee actually opens thedoor.

According to some embodiments, help points are associated with aparticular character, not a particular player. As such, a player whocontrols more than one character may have the characters help each otherin order to accumulate help points. Alternatively, such intra-playerhelping may be disallowed by some game systems.

According to one or more embodiments, the accumulation and/or possessionof help points may be a prerequisite for completion of other gameparameters. For example, a character may be required to have a certainnumber of help points in order to advance to the next or a given levelin the game, gain or purchase an in-game item or attribute, or perform acertain in-game action.

According to one or more embodiments, the character who is the first tocomplete a particular game parameter will have right to receive payment(either in help points or in some other form) for helping others tocomplete the game parameter. According to a further embodiment, a givengame parameter may be designed such that only a limited number ofcharacters can complete the parameter without help. Other characterswill then have to find a character that has completed the parameterwithout help and convince that character to give help. As a stillfurther embodiment, the game maybe designed so that if one of thecharacters that originally completed the parameter drops out of thegame, a slot is opened up for a new character to complete the parameterwithout help.

According to one or more embodiments, the amount of help a player canreceive before giving help to another character may be limited or maydepend upon other actions, such as the amount of help the character hasgiven. In such an embodiment, upon spending a certain number of helppoints by receiving help, a player may be required to give help toanother character before being allowed to complete a game parameter.Alternatively or additionally, upon accumulating a certain number ofhelp points by giving help, a player may be required to receive helpbefore being allowed to complete a game parameter. As a furtheralternative, a character's success in the game (as measured, forexample, by reaching increased levels, accumulation of points or items,amount of time spent in the game, puzzle solving, number of missionscompleted, etc.) may determine when and to/from whom the character cangive or receive help.

For example, in a game in which players solve puzzles and accumulateexperience points, a game may be designed such that a character can onlyreceive help for a certain time period or for a certain number ofmissions before the character must give another character help in orderto advance to the next experience point level. Accordingly, such gamesmay be designed to encourage players to decide whether they want tospend their time getting help to get past certain obstacles or givinghelp to improve their experience point rankings.

As a still further embodiment, a particular player character or anentire player account (and all characters associated therewith) can beflagged as being required to either give or receive help for a givengame parameter before a particular character (or character account) isallowed to advance to a next level.

According to one or more embodiments, giving help to a particularcharacter may itself be a game parameter. Specifically, a game may bedesigned wherein at least one of the game parameters requires that helpmust be given to a (perhaps specific) other character in order for thegame parameter to be completed. It will be understood that in thisembodiment the specific other player to whom the help must be given maybe controlled by the player who is controlling the helper, controlled byanother player, or a non-player character NPC (e.g. acomputer-controlled character). The requirement that help be given tothe other character may or may not be explicitly stated to the helper.

For example, a particular game may require that a player kill a specificmonster in order to advance to a next level. The game may be designedsuch that the only way for the player to kill the monster is by giving acertain weapon to another character so that the other character can killthe monster. As an added level of complexity, the game may not tell theplayer that this is how the monster must be killed.

As a further alternative, a character may only receive help points orother rewards for helping when he gives help to a specific character.For example, a player may only receive help points when he gives aplayer who has been designated as his “buddy” help.

According to one or more embodiments of the invention, a particular gamemay include a virtual marketplace in which players can find potentialhelpers or helpees. According to this embodiment, players may be able topost requests and/or offers for help for other players to view.

For example, a game may include a virtual marketplace in which playerswho are looking for help with completing a particular game parameter canpost requests for help. Another player could then view and/or accept oneor more requests. Alternatively, the potential helper could send thepotential helpee an offer to help, which could then be accepted orrejected by the potential helpee. Once a request has been fulfilled(which, as explained above, may or may not require successful completionof the game parameter by the helpee), the helper may receive help pointsor other compensation.

According to a further embodiment, once a character has successfullyassisted a given number of characters, the character may be given areward in addition to the help points accumulated. For example, thecharacter may be permitted to advance to a new level in the game. Thenumber of characters that must be assisted by a particular helper may bedefined, for example, by the game system. Alternatively or additionally,the game system may require a helper to give help in a given number ofgame parameters before giving the helper the additional reward.

According to a still further embodiment, characters may need to fulfillcertain conditions before they can agree to accept a help request oroffer help. For example, only those characters who have completed aparticular game parameter may be allowed to give help to a playerattempting to complete that game parameter. Alternatively oradditionally, only those characters who have accumulated a certainnumber of experience points, time in the game, depleted their helppoints to a certain level or who fulfill some other requirement may beallowed to give help.

According to one or more embodiments, the number (or amount) of helppoints given for help with a certain game parameter may be determinedusing any suitable means, including, without limitation, a priori by thesystem, dynamically by the system, or market driven. For example, asmentioned above, a player may submit an offer of help to a player whohas posted a request for help to an in-game marketplace. The offer mayfurther include the number of help points the helpee must pay the helperin order to receive the help. Alternatively or additionally, playerscould post offers to help and potential helpees could contact them witha request for help and the amount of help points the helpee is willingto pay for the help. Players could then end up giving, receiving,accepting and/or rejecting help related bids.

It will be appreciated that help need not be paid for exclusively byhelp points. For example, players may agree to help each other, “I'llhelp you with parameter A if you help me with parameter B,” trade one ormore in-game items or currency for help, or may other arrangements as issuitable for the conditions of a particular game.

According to one or more embodiments, a game may include various skilllevels or training that must be earned by playing the game. Charactersmay be able to sell or trade skills or training to other players. Theskill may be offered, for example, as a module available for purchasefor a certain amount or to the highest bidder. As a further embodiment,a character who purchases a skill or training may be able to sell theskill or training to another character. According to a still furtherembodiment, a character who initially purchases a skill (or training)and later sells the skill, may have to pay a fee, such as a percentageof the transaction, to the character from whom the skill was initiallypurchased.

FIG. 1 is a block diagram of a system 10, according to one or moreembodiments of the present invention. As shown, system 10 includes acentral server 12 and a game console 14. Central server 12 includesseveral modules such as game program(s) 16, game database(s) 18, billingprogram 20 and help account/credit program 22. As will be appreciated,rather than residing entirely on central server 12, some or all of gameprogram(s) 16 may instead reside on game console 14.

Turning now to FIG. 2, exemplary databases that might be included assome of the game databases 18 residing on central server 12 are shown.As shown, game databases 18 may include a player database 24, acharacter database 26, a game parameter rules database 28 and a contractdatabase 30.

Player database 24 may comprise data related to the players who accessand play the game. As a non-limiting example, player database 24 maylink a player's unique identifier (ID) with the player's name, address,and billing information. The player's ID may further be linked to thecharacter(s) that are under the control of the player, this informationmay be provided in the form of a unique identifier (character ID)associated with each character. Depending on the particularembodiment(s) of the present disclosure that are being used, the playerdatabase may further link the player with a list of game parameters andthe various help that was given or received in order to complete thegame parameter. The database may further link the player with a list ofgame parameters and an indication of whether help must be given orreceived by the player in order to complete the game parameter.

Character database 26 may comprise data related to particular playercharacters in the game. As a non-limiting example, character database 26may link a character's unique identifier (character ID) with gameparameters that require that the character receive help in order tocomplete the parameter, game parameters that requires that the charactergive help in order to complete the parameter, and saved game results.

Game parameter rules database 28 may comprise data related to thevarious game parameters that may be encountered in the game and the helppoints or credits that may be associated therewith. As a non-limitingexample, game parameter rules database 28 may link a game parameter'sunique identifier (game parameter ID) with a game parameter title orname, a game parameter descriptor, the amount of help points or creditsthat may be received for giving help to another character for that gameparameter, and the help point cost associated with the game parameter,i.e. the number of help points a character must pay in order to get helpwith the game parameter. It should be appreciated that a particular gamemay be designed such that the amount of help points awarded to a playercharacter who gives help on a given parameter may, but need notnecessarily, be equivalent to the number of help points that anotherplayer character must pay in order to receive help with that parameter.

Furthermore, it should be appreciated that the amount a character mustpay in order to receive help need not be equivalent to the amount of paythat is given to the character who is giving help. For example, a helpeemay have to give up 100 gold pieces in order to pay a helper 10 goldpieces.

Contact database 30 may comprise data related to various contracts thatmay be formed between players or player characters in the game. As anon-limiting example, contract database 30 may associate a uniquecontract identifier (contract ID) with a game parameter ID, thecharacter (or player) ID of the helper, and the character (or player) IDof the helpee.

According to one or more embodiments, system 10 may be configured toqualify a character to give help. For example, system 10 may firstretrieve a character account and determine the attributes of thecharacter associated with the retrieved character account. The systemmay then identify the game parameters for which the character can givehelp based on the character's attributes and then flag the account asable to give help for the identified game parameters.

As a specific example, a game may be designed such that only characterswho have completed a given scored game parameter with a score above acertain threshold can give help on that parameter. Having completed theparameter with a score above the threshold could then be an attributethat is associated with the character. Accordingly, system 10 may beconfigured to identify those characters that have that attribute (i.e.have completed the game parameter with a score higher than thethreshold) and flag those character accounts as able to give help onthat parameter.

According to another embodiment, system 10 may be configured to qualifya character to receive help. For example, system 10 may first retrieve acharacter account and determine the attributes of the characterassociated with the retrieved character account. The system may thenidentify the game parameters for which the character can receive helpbased on the character's attributes and then flag the account as able toreceive help for the identified game parameters.

As a specific example, a game may be designed such that only characterswho have given help in the last three hours of game time can receivehelp. Having given help in the last three hours of game time could thenbe an attribute that is associated with the character. Accordingly,system 10 may be configured to identify those characters that have thatattribute (i.e. have given help in the last three hours of game time)and flag those characters as able to receive help. In this example, thislimitation may be applicable to all game parameters in the game.Alternatively, as with the example described above with regard toqualification to give help, this, or other, limitation(s) may be appliedto only one or some of the game parameters in the game.

According to yet another embodiment, system 10 may be configured togenerate a help contract between two (or more) players. For example,system 10 may be configured to receive a request to give or receive helpfor a game parameter. The system may then output the request to anappropriate character. The system may then receive acceptance of therequest and create a new contract between the character requesting togive or receive help and the player accepting the offer to give orreceive help.

According to still another embodiment, system 10 may be configured toapply points and/or credits to a character account for giving help. Forexample, system 10 may be configured to receive an indication that helphas been given to a first character from a second character. The systemmay then determine the help points/credits earned by the secondcharacter for giving help to the first character. The number of helppoints/credits earned may be dependant upon, for example, the type ofhelp given, the difficulty of the game parameter in which the help wasgiven, the success of the first character in completing the gameparameter after receiving the help, or other factors. The system maythen apply the help points/credits earned to the second character'saccount.

According to a still further embodiment, system 10 may be configured todeduct help points and/or credits from a character account for receivinghelp. For example, system 10 may be configured to receive an indicationthat help has been received by a first character for a given gameparameter. The system may then determine the help point/credit cost ofreceiving help on that game parameter and deduct the help point/creditcost from the first character's account.

According to another embodiment, system 10 may be configured to advancea character to a next level once a given threshold level of help pointshave been obtained by the character. For example, system 10 may beconfigured to retrieve a character account, determine if the account hasacquired a number of help points above the threshold level, and advancethe character to the next level if the required number of help pointshas been acquired.

According to a further embodiment, system 10 may be configured toprovide virtual items or attributes to a character for giving help. Forexample, system 10 may be configured to receive an indication that helphas been given to a first character by a second character. The systemmay then determine if a virtual item and/or attribute is available forthe help that was given. For example, the item and/or attribute may onlybe available if a certain type of help was given, if the help was givenfor a certain parameter, or if the help was given to a certaincharacter. If the item and/or attribute is available for the help thatwas given, the system may then be configured to provide to the itemand/or attribute to the second character.

Help may be passed on from one player, for example, an expert player, toanother player, for example a novice player. Accordingly, one or moreembodiments of the present invention provide methods and system forcharacters to gain expert status and be rewarded by other characters forproviding help in their field of expertise. As stated above, help maytake a number of different forms. One form that help may take is asadvice. While the discussion below is directed primarily to thosesituations where the help is provided in the form of advice, it shouldbe understood that any of the methods and systems described below may bemodified for those situations where the help is provided in some otherform.

Accordingly, one or more embodiments of the present invention providemethods and system for characters to gain expert status and get awardedby other characters for providing advice.

According to an embodiment, characters may be able to qualify to gainexpert status for certain game parameters by, for example, havingsuccessfully completed the game parameter or having successfullycompleted other similar game parameters. Once a character has gainedexpert status for a given parameter, that character may then provideadvice to other non-expert players to help them successfully completethe game parameter. For the purposes of ease of description, thecharacter who receives advice will often be referred to as a “novice”character in the present disclosure. While it is often true that anovice character may be a character who is new to the game or who hasless experience in the game than the expert, it should be appreciatedthat the present disclosure does not require this to be the case.Accordingly, unless specifically status to the contrary, the term“novice” should be interpreted broadly to include any character (orplayer), regardless of experience level, who receives help from anothercharacter (or player) and an “expert” shall be interpreted broadly toinclude any character (or player) regardless of experience level, whogives help to another character (or player).

According to some embodiments, a novice player can offer to contractwith an expert player to receive advice about how to satisfy a givengame parameter. If the expert accepts the offer, a binding andenforceable contract is created between the two characters. Once theparameter has been completed by the novice, the expert player is given abenefit and the novice player is given a deficit, according to the termsof the contract. Non-limiting examples of benefits and deficits areawards/payments of in-game currency, awards/deficits of point values,awards/deficits of skill levels, awards/deficits of in-game items,awards/deficits of real world currency, and/or combinations thereof.

According to one or more embodiments, a novice player may be required toqualify in order to request or receive advice. Qualification may, forexample and without limitation, include: reaching a certain level in thegame, acquiring a certain object, paying (e.g. for a subscription toexpert services), and/or being a paying member of the game for a certainlength of time.

According to one or more embodiments, a novice player who desires toreceive advice may be provided with a list of experts who are able togive advice. The novice player may be able to contact, via email, anin-game instant message, a voice over IP service, etc., any one of theexperts on the list. If the expert is online, the expert may be notifiedthat a novice would like to receive advice.

According to another embodiment, novices who are seeking advice may beable to post advice requests for example, on a message board. An expertwho would like to provide advice may then browse through the advicerequests and choose any requests that he would like to answer.

According to another embodiment novices and/or experts may be rated. Forexample, once an expert works with a novice, the expert may be able togive feedback regarding the novice. This feedback may then be madeavailable to any experts who consider providing advice to the novice.The feedback may be provided to experts in any suitable manner. Forexample, experts may rank a novice on a 1-10 scale for one or morecharacteristics such as quickness of learning, did what I asked,performed task successfully, annoying, took up too much time, etc. Theserankings, or a composite thereof, may then be provided to the expert.Alternatively, experts may simply write free form or guided reviews andthese reviews may be made available. Experts may then select a novice tohelp with the help of the rating system. Correspondingly, novices may beable to provide feedback on the experts with whom they have worked.

According to another embodiment, experts may be able to provide to thegame server a list of criteria which must be fulfilled by a novicebefore the expert is willing to help the novice. For example, the expertmay be able to identify that he will help only novices who have gained acertain feedback ranking, reached a certain level in the game, spent acertain amount of time in the game, or the like. The system may then beconfigured to notify the expert when an advice request has been receivedby a novice who fits some or all of the expert's criteria.

According to another embodiment, the system may be configured to selectan expert for the novice. For example, in order to qualify as an expert,an expert must agree that he will provide help to any novice that isassigned to him by the system. Alternatively, the expert may be giventhe power to turn down a novice that has been suggested to him by thesystem.

The system may select a novice for an expert using any reasonable means.For example, the system may be configured to select a novice by matchinga specific request for advice submitted by a novice with a particularexpert's field of expertise. Other factors such as whether the expert isonline at the time the novice requests the advice may also beconsidered. Other mechanisms by which expert-novice pairings may becreated include: basing the pairing on previous play by the expert (forexample, an given expert may be assigned to provide advice each time acertain scenario or event unfolds in the game for which the expert hasprovided effective advice in the past and/or for which the expert hasbeen highly rated), assigning the pairing at random, or basing thepairing on certain events. Suitable events include, for example, a newcharacter joining the game (e.g. every new player gets an expert coachthe first X hours/minutes/days of play), or completing a new gameparameter (e.g. each time a character attains a new game level, newcharacter class, or new ability, the character gets an expert coach).

According to one or more embodiments of the present invention, an expertmay give advice on a completely voluntary basis. In such a case, aplayer may simply choose to become an expert when, and only if, hewants. However, a particular game may be designed such that players mayneed to volunteer to be an expert in order to gain certain advantages inthe game, such as, for example, advancement to a new level, attainmentof certain items, or attainment of certain skills.

According to one or more embodiments, a player or character may have toqualify to become an expert. For example, a player may be able to becomean expert when any of his characters reach a certain experience level.Alternatively, a player may only be allowed to gain expert status whenan aggregate of all experience of all characters in that player'saccount have reached a certain level. Moreover, qualification may bebased on factors other than experience, such as ranking in the game, orother player's ratings of the player.

According to an embodiment, a player may be notified when he hasqualified to be an expert. The game may offer the player the opportunityto be an expert by, for example, presenting a screen or pop-up window tothe player presenting an offer to become an expert. Alternatively, onceany qualifications are met, a player may request to be granted expertstatus. Upon becoming an expert, the player may be provided access tochat rooms, message boards, or other areas of the game that areavailable to experts.

According to some embodiments, experts may designate one or more areasof expertise—that is one or more game-related areas in which they arewilling to coach or provide other help. For example, a particular playermay limit his expert advice to only a certain type of puzzle, a certainlevel of the game, a specific game parameter, etc.

Furthermore, according to some embodiments, experts may designate aspecific price or price range for their advice. Alternatively, the costcould be determined by the gaming system. As stated above, the “price”need not necessarily be paid in in-game currency. For example, ratherthan simply stating that a character seeking advice must pay 10 goldpieces for advice, an expert may designate that he will only give adviceto a character who can give him a certain item in return for the advice.

According to some embodiments, the cost of advice could be charged tothe novice character upon receiving the advice. For example, expertscould post specific pieces of advice on a message board. If a novicereads the posted advice (i.e. opens the message) the novice couldautomatically be charged the cost associated with the advice. As anotherexample, a novice may enter a chat session with one or more experts.Upon spending a certain predetermined amount of time in the chatsession, the novice could be charged a specific cost/fee. Alternatively,the novice could be charged a fee per unit of time of the chat room.

According to one or more embodiments, an arbitration panel could beimplemented to oversee and resolve any disputes or conflicts that mightarise during the game. For example, a novice who is dissatisfied withthe help that he received from an expert could submit a complaint to anarbitration panel. Similarly, an expert who is dissatisfied with theactions of a novice could submit a complaint to the arbitration panel.The panel may be comprised of other experts, other novices and experts,non-players, etc. The panel members may be volunteers, or may berecruited on a voluntary or mandatory basis.

Upon receiving a complaint, the panel may decide whether they vote infavor of the expert who gave the help or the novice who received thehelp. Whoever the panel decides against may be given some type ofpenalty. For example, if the panel decides that a particular character'sclaims have no merit, the novice may be flagged as a “whiner.” Thislabel may then be attached to the character for other potential helpersto see. Alternatively or additionally, the character (or playercontrolling the character) may be barred from submitting complaints tothe arbitration panel for a given period of time. Moreover, futurepanels may be given access to previous arbitration decisions involvingthe complainant. Alternative or additional penalties may include,without limitation, the character (or player controlling the character)being barred from providing/receiving help for a certain period of time,lowering of the expert's or novice's ranking, full or partial paymentrefund or reduction, etc.

According to some embodiments, for example those in which a novice isassigned an expert for a certain period of time, payment may be providedon an on-going (e.g. pay as you go) basis. In such a case, should thenovice feel that the expert's advice is no longer helpful, the novicemay simply stop paying.

According to some embodiments, some or all areas of expertise mayrequires some threshold competency before a character can be designatedas an expert in that area. For example, a character may only be allowedto coach on a particular ability of they character has had that abilityfor X hours, days, weeks etc, used the ability X times, or achieved acertain number of results (e.g. X number of kills) with the ability.Alternatively or additionally, the threshold competency may bedetermined by asking the potential expert to take a test or perform someother action. Non-limiting examples of suitable areas of expertiseinclude, reaching a level, using an ability, kill/death ratios,obtaining an object, solving a puzzle, accuracy with weapons, effectiveuse of a weapon, killing a certain character/creature, starting out inthe game, successfully navigating through a certain geographic area(e.g. the expert provides or in some way is a map), getting through acertain area using certain skills, game play techniques, or abilities,and/or speed of accomplishing any of the above.

Advice may be provided using any suitable means. For example, the gamesystem may include an in-game communication system such as a chatroom,web interface, text messages, email system, voice communication system,etc. Alternatively or additionally, out of game communication systemsuch as regular email, text messages, phone, and/or mail may be used.

According to another embodiment, experts may be able to observe the gameplay of novices and notify a novice if he has a suggestion.

Alternatively or additionally, an off-line “replay” system could placethe expert in the scenario with which the novice is seeking advice andthe novice could watch the expert play that segment. Whether on-line oroff-line, one character (e.g. the novice) could shadow the othercharacter (e.g. the expert) during certain parts of the game. Thecharacter who is shadowing could be shown on the screen as a “ghost”character. Moreover, the system could allow an expert player totemporarily take over the control of a given novice character. In such acase, the expert's character may be shown as a ghost following thenovice character. Alternatively, the novice player may retain control ofthe novice character while the expert provides advice (for example overan in-game voice system) to the novice. Again, the expert's charactercould be shown as a ghost following the novice character. As a furtheralternative, the expert could play the segment while the novice watches.In this case, the novice character could be shown as a ghost followingthe expert character.

In a further embodiment, novices could submit a segment of game play toan expert pool. Interested experts could each play the segment,essentially competing against each other. The expert with the bestperformance in the game segment could then be paired with the novice.Alternatively, the novice could be provided with a list of all theexperts that completed the segment, along with a price list to see eachexpert's solution. The novice could then select which expert's advice hewould like to receive.

In another embodiment, experts could provide advice on a novice's savedgame results. For example, game results could be posted on a messageboard, and experts could peruse the message board to find a novice theythink they could help and/or who they think might pay them for theiradvice. Alternatively, a contract could be worked out between the expertand the novice and the results viewed by the expert only upon acceptanceof the contract.

As stated above, according to some embodiments, novices may be allowedto rate the advice given to them by an expert. Ratings may be providedusing any suitable means including, for example, picking a rating from alist (e.g. thumbs up, thumbs down, 1 through 5 stars, a numericalranking between 1 and 10, etc.) for one or more characteristics and/oran overall ranking or entering a free-form text or voice message.According to some embodiments, the novice may be prompted to give arating at the end of an advice session and may be required to do sobefore game play can resume. Alternatively, the novice may be able todefer the rating and go back to it when convenient. As a furtheralternative, deferred ratings may carry less weight, the longer a novicetakes to provide them.

Alternatively or additionally, the game system may automatically ratethe advice given by an expert. A system-based rating may be based onwhether the player character who received the advice met certainobjectives/goals that were the subject of the advice. Theseobjectives/goals may be set by the novice, the expert, or the system.Accordingly, the system may include a mechanism for determining whetherthe novice who received the advice actually followed the advice given bythe expert. If the goals were set by the novice or expert, the systemmay include a mechanism for identifying the goals in order to determinewhether or not they were met by the novice.

For example, if an expert gives a novice advice regarding how to finisha level, the expert's rating may depend upon the how long it took thenovice to finish the level, the points and/or skills accumulated by thenovice during the level, and/or future success in completing othersimilar levels. For example, the system may be configured to compare theaverage skill progress per time of a novice who has received help withthe average skill progress per time of other novices.

According to one method of implementing this embodiment, when acharacter completes a given task (e.g. killing certain monster, findinga certain object), the system checks to see if an expert had given thatcharacter advice about that particular quest. If an expert had givenadvice to that character about that particular quest, the expert couldbe given a benefit. Accordingly, the system would be configured torecord each instance of advice given from the expert to the player andnature of the advice given (i.e how to kill monster X, how to findobject Y). The system would be further configured to determine that thenovice's actions met the nature of the advice (monster X was killed,object Y was found.) If the advice was limited to a certain identifiedquest, for example, the system would have to determine whether thecharacter's actions took place during the quest. For example, if monsterX or object Y is only available during the identified quest, the systemwould know that the character was engaging in the identified quest atthe time the action was performed.

Moreover, the system could be configured such that if a novice seeksadvice from a second expert for advice on the same problem or task, someor all of the benefit that would have gone to the first expert iswithheld. This withheld benefit may or may not be passed on to thesecond expert or refunded in full or in part to the novice.

According to an embodiment, expert ratings can be quantified andcompared so that novices can shop for experts. This also providesincentive for experts to give good advice, in order to increase theirexpert rating and help them increase revenue (in whatever form) fromtheir advice. For example, for each expert, the system may list in atable the average skill progress per time of the novices that the expertcoached. The table may then show the expert who coached the characterswith the fastest post-coaching progress. Alternatively, for each expert,the system may list in a table the ratio of what each novice gained inthe month after coaching versus what the novices paid for the advice.The higher the ratio, the better the “payoff” of the expert's advice. Asa further alternative, for each expert, the system may compare theexpert's novices' success rates before and after coaching. This wouldgive a measure of how effective the expert's advice was for each novice.

It will be appreciated that all of the methods described above regardingproviding ratings of experts may be similarly applied to the rating ofnovices.

According to another embodiment, awards from successful advice maytrickle up an “advice ladder.” For example, Character A may give adviceto Character B. As Character B's successfully plays through the game,Character A may receive some benefit based on Character B's success.Eventually, Character B may become an expert and give advice toCharacter C. The game system may be configured such that Character C'ssuccess is beneficial not only to Character B, but also to Character A.

Turning now to FIGS. 3 and 4, FIG. 3 provides a block diagram showingsystem 10 including an expert management program 23. FIG. 4 provides ablock diagram showing suitable exemplary databases that might beincluded in system 10 when system 10 includes an expert managementprogram. As shown, an additional database, expert rules database 31 isincluded.

In the embodiment depicted in FIG. 4, in addition to the informationdescribed above with respect to FIG. 2, player database 24 may furtherinclude information regarding the player's expert settings. If expertstatus is awarded to the player, the status for the player could beidentified. Alternatively, if expert status is awarded to the character,the status for each character in the player's account could beidentified.

In the embodiment depicted in FIG. 4, in addition to the informationdescribed above with respect to FIG. 2, character database 26 couldinclude information related to expert parameters associated with thecharacter.

In the embodiment depicted in FIG. 4, in addition to the informationdescribed above with respect to FIG. 2, contract database 30 couldinclude information related to the identification of the expert who isthe party to an expert-novice contract.

The expert rules database 31 could include and associate informationrelated to game parameter identification, game parameter name, gameparameter descriptor, expert benefit associated with advice given tofulfill the game parameter, and cost to a novice for receiving a advicefor that game parameter.

According to one embodiment, system 10 could be configured to allowplayers to pay extra to have abilities associated with expert status.For example, system 10 may be configured to receive player account setup information and output an offer to identify a player character as apotential expert. If the offer is accepted, system 10 may be configuredto receive a billing rule for the potential expert status and apply thebilling rule to the expert and novice player accounts.

According to another embodiment, system 10 could be configured to assigna player or player character to be an expert for a particular gameparameter. For example, system 10 may be configured to receive anindication that a player character has completed a game parameter;determine if expert status if available for that parameter, output anoffer to be an expert to the player character who has completed thatgame parameter, and, if the offer is accepted, flag the player characteras an expert for that game parameter.

According to still another embodiment, system 10 could be configured topay an expert character for advice given to a novice character. Forexample, system 10 may be configured to determine if an expert advicecontract has been fulfilled. If an expert advice contract has beenfulfilled, system 10 may be configured to retrieve payment criteria forthe expert advice that was given and apply the payment criteria to theexpert and novice player accounts.

Additional exemplary embodiments are described in the followingparagraphs.

A method comprising:

-   -   providing a virtual video game environment wherein a plurality        of characters interact with one another; and    -   determining the helpfulness of at least one of the characters.

The method described in paragraph 158 further comprising providingindicia configured to indicate a measurement of the character'shelpfulness.

The method described in paragraph 159 wherein determining thehelpfulness of a character comprises determining if the character hasprovided help to another character.

The method described in paragraph 160 wherein if the character hasprovided help to another character, the character's helpfulnessincreases.

The method described in paragraph 158 wherein determining thehelpfulness of a character comprises determining if the character hasreceived help from another character.

The method described in paragraph 162 wherein if the character hasreceived help from another character, the character's helpfulnessdecreases.

The method described in paragraph 162 wherein, if the character hasreceived help from another character, the method further comprisesdetermining if the character has successfully completed a game parameterafter receiving the help.

The method described in paragraph 159 further comprising, providing areward to a character whose helpfulness measurement is above athreshold.

The method described in paragraph 165 wherein the virtual video gameenvironment includes a plurality of levels and the reward is access to anew level.

The method described in paragraph 158 further comprising a virtualmarket place in which players can post help-related requests.

The method described in paragraph 168 wherein the help-related requestscomprise requests for help.

The method described in paragraph 168 wherein the help-related requestscomprise offers to give help.

The method described in paragraph 160 wherein the help is provided inthe form of information.

The method described in paragraph 170 wherein the information isprovided in the form of a text-message.

The method described in paragraph 170 wherein the information isprovided in the form of an oral message.

The method described in paragraph 160 wherein help is provided in theform of an in-game item.

The method described in paragraph 160 wherein help is provided in theform of an in-game action.

The method described in paragraph 158 wherein the virtual video gameenvironment includes a plurality of game parameters that are completedby the characters as the characters progress through the game.

The method described in paragraph 175 wherein at least one of the gameparameters can be completed only by receiving help from anothercharacter.

The method described in paragraph 175 wherein for at least one of thegame parameters, only a limited number of characters can complete thegame parameter without help.

The method described in paragraph 177 wherein a character who hascompleted the game parameter without help can offer to help anothercharacter for a cost.

The method described in paragraph 178 wherein the cost is in-gamecurrency.

The method described in paragraph 178 wherein the cost is help points.

The method described in paragraph 178 wherein the cost is a promise toprovide future help.

The method described in paragraph 181 wherein the promise is a bindingagreement.

The method described in paragraph 175 wherein a character who gives helpin a given number of game parameters is given a reward.

The method described in paragraph 183 wherein the reward is access to anew level of the game.

The method described in paragraph 183 wherein the reward is in-gamecurrency.

The method described in paragraph 183 where the reward is an in-gameitem.

A system comprising:

-   -   a virtual game environment comprising a plurality of game        parameters;    -   a plurality of characters configured to interact with the        virtual game environment; and    -   a database configured to track the helpfulness of the characters        as they interact with the virtual game environment.

The system described in paragraph 187 further comprising a databaseconfigured to determine when a first character has given help to asecond character.

The system described in paragraph 188 further comprising a databaseconfigured to reward characters as they provide help to othercharacters.

The system described in paragraph 188 further comprising a databaseconfigured to determine when a first character has received help from asecond character.

The system described in paragraph 187 further comprising a databaseconfigured to identify the means by which a character can successfullycomplete a game parameter.

The system described in paragraph 190 wherein the means by which acharacter can successfully complete a game parameter comprises givinghelp to another character.

The system described in paragraph 190 wherein the means by which acharacter can successfully complete a game parameter comprises receivinghelp from another character.

The system described in paragraph 187 further comprising a databaseconfigured to identify the game parameters that a character hassuccessfully completed as the character has interacted with the virtualgame environment.

The system described in paragraph 193 further comprising a databaseconfigured to identify those game parameters for which a character isallowed to give help.

The system described in paragraph 195 wherein the identity of the gameparameters for which a character is allowed to give help is based, atleast in part, on the game parameters which the character hassuccessfully completed.

The system described in paragraph 196 wherein the character can onlygive help for a given game parameter if the character has successfullycompleted the game parameter.

The system described in paragraph 196 wherein the character can onlygive help for a given game parameter if the character successfullycompleted the game parameter without receiving help from anothercharacter.

The system described in paragraph 187 further comprising a virtualmarketplace configured to receive and provide access to help-relatedrequests from the characters.

The system described in paragraph 199 wherein the help-related requestscomprise offers to provide help.

The system described in paragraph 199 wherein the help-related requestscomprise requests to receive help.

The system described in paragraph 199 wherein the help-related requestsinclude a help point value associated with the request.

The system described in paragraph 187 further comprising a mechanism fordetermining values for acts of helpfulness that occur in the gameenvironment.

The system described in paragraph 203 wherein the values are dependantupon whether a character who has received help successfully completesthe game parameter for which the help was intended.

The system described in paragraph 203 wherein the value is independentof whether a character who has received help successfully completes thegame parameter for which the help was intended.

The system o described in paragraph 187 further comprising helpfulnessindicia that is viewable by a player controlling a character inside thevirtual game environment.

The system described in paragraph 206 wherein the helpfulness indicia ispart of an in-game user interface.

A method comprising:

-   -   accessing, via a first character, a virtual video game        environment having a plurality of game parameters and a        measurement of helpfulness for each character;    -   providing help to another character; and    -   receiving an increase in the helpfulness measurement associated        with the first character.

The method described in paragraph 208 further comprising receiving areward when the helpfulness measurement associated with the firstcharacter reaches a threshold.

The method described in paragraph 209 wherein the reward is access to anew level in the virtual video game environment.

A method comprising:

-   -   providing a virtual video game environment wherein a plurality        of characters interact with the virtual environment;    -   determining whether a first character is qualified to gain        expert status;    -   bestowing expert status upon at least one character in the video        game environment, thereby creating an expert character;    -   determining if the expert has given help to a second character;        and    -   providing a benefit to the expert if the expert has given help        to the second character.

The method described in paragraph 211 wherein the first character isqualified to gain expert status if the first character has made arequest to become an expert.

The method described in paragraph 211 wherein the first character isqualified to gain expert status if the first character has successfullycompleted a given game parameter.

The method described in paragraph 211 further comprising creating anenforceable contract between the expert and the second character whereinthe expert agrees to provide help to the second character in return forpayment.

The method described in paragraph 214 wherein the payment is in the formof in-game currency.

The method described in paragraph 214 wherein the payment is in the formof an item.

The method described in paragraph 214 wherein the payment is in the formof a promise to perform a future action.

The method described in paragraph 214 wherein at least a portion of thepayment is made by the second character.

The method described in paragraph 214 wherein at least a portion of thepayment is made by the game system.

The method described in paragraph 211 further comprising providing amessage board wherein players can post help requests.

The method described in paragraph 220 wherein the help requests compriserequests for help.

The method described in paragraph 220 wherein the help requests compriseoffers to give help.

The method described in paragraph 220 wherein the help requests comprisea fee associated with the giving or receiving of help.

The method described in paragraph 211 further comprising providing ahelp related rating system.

The method described in paragraph 224 wherein the help related ratingsystem allows a character who have received help to rate the expert whogave the help.

The method described in paragraph 224 wherein the help related ratingsystem allows an expert who has given help to rate the character whoreceived the help.

The method described in paragraph 211 further comprising;

-   -   allowing a plurality of experts to compete against one another        in a game scenario; and    -   posting the results of the competition on the message board.

The method described in paragraph 227 wherein the scenario is a scenariothat is part of a help request.

The method described in paragraph 227 further comprising allowing thesecond character to select an expert from whom to receive help based onthe results of the competition.

A system comprising:

-   -   a virtual game environment;    -   a message board that is associated with the virtual game        environment, the message board comprising a plurality of help        requests.

According to another embodiment, the present invention provides a videogame environment in which other character players effect attributes of aplayer character.

In a massive multi player online video game, characters can vote onattributes of each other. Characters can play with each other within adesignated game parameter and can be offered the chance to vote on anattribute of a character they have been playing with once that gameparameter is complete. If only two characters are playing with eachother, then their respective votes can immediately provide attributes tothe other player. If more than two players are playing with one another,then the group vote can determine the attributes that each character canget. Attributes can be positive or negative based on the vote of theother characters. Attributes can be tied to particular player charactersor to all the characters in a player account.

-   -   1. As non-limiting examples, game parameters may include:    -   2. Completing a mission together    -   3. Playing for a certain period of time    -   4. Winning a match    -   5. Reaching a certain level or score    -   6. using an ability    -   7. kill/death ratios    -   8. obtaining an object    -   9. solving a puzzle    -   10. accuracy with weapons    -   11. effective use of the proper weapon    -   12. killing a certain character/creature    -   13. getting through or to a certain geographic area    -   14. speed of accomplishing any of the above    -   15. As non-limiting examples, attributes may include:    -   16. A character score    -   17. A virtual object    -   18. The physical appearance of a character    -   19. An emblem or mark    -   20. A synthetic voice    -   21. Virtual money    -   22. Virtual help points or credits    -   23. The ability to join groups of other players at a later time    -   24. Real Money    -   25. Discounts off monthly fees for playing the game

In an alternate embodiment, characters completing a game parametertogether can choose an attribute to give to the other characters from alist of available attributes provided by the system.

A visual icon of a multi player score of a player could be visible onthe character. For example, a good character gets a trophy or medallion,and a bad character gets an onion. The player's score could actuallychange the appearance of the character in a game like Everquest. Ifteammates hate to play with you, your character has a lemon emblemplaced on his shield. He could also look like a leper.

The synthetic voice of a character could also be determined based onwhat other players think of him. For example, an unliked teammate with abad score could be forced to speak in a Napolean Dynamite voice and aliked teammate could sound like James Earl Jones.

According to one embodiment, if a player has a bad teammate score, thenall the new characters they create in a game could be affected by thatscore.

According to one embodiment, bad teammate scores could be determined theway that is similar to the way in which a hero in the game City ofHeroes becomes a villain. I.e. kill enough of your teammates and youturn into a villain.

According to one embodiment, a player with a bad team score could haveto pay a penalty tax of experience or virtual money, similar to dying inguild wars. As long as others do not like him, he acquires experienceand virtual money at a slower rate.

According to one embodiment, when a player ranks another player, thesystem could treat all player's rankings equally, or, the system couldweight rankings from better players higher than lesser players. A systembased upon weighted averages could be used to combine multiple playerrankings for any given team member or team.

According to one embodiment, a method to prevent one player from takingrevenge upon another player(s) could be utilized. For example, toprevent a player from ranking another player that had recently “killed”him, and/or any ranking of another player that is “out of character”based upon all other rankings, rankings that occur after such anincident might carry a lower weight until or unless validate throughother similar unfavorable (or favorable) rankings.

According to one embodiment, the game may provide a method for appealingan unfavorable ranking: In such an embodiment, any player could appealto have any given ranking removed by either: asking other players tocast a vote to cancel the ranking (such other players must be of equalor greater ranking as the original evaluator. A vote to remove a rankingcould require a three to one, or greater, ratio.

According to one embodiment, if players are not liked by other players,they cannot advance in the game.

According to one embodiment, attribute selection can be a range ofattributes from very positive to very negative. For instance a group ofcharacters can decide to give each other attributes from a list of fiveattributes. The first attribute is the best, like a weapon orexperience, and the last attribute is the worst, like a bad syntheticvoice or a lemon icon on your shield. Each character votes on whatattribute to give other characters. An item is selected and applied to acharacter account by the system based on the votes of other charactersin the first character's party.

A system configured to provide the virtual environment described abovecould include the following structure:

Central Server

-   -   1. Game Program    -   2. Game Databases    -   3. Billing Program    -   4. Parameter Completion Program    -   5. Attribute Distribution Program

Game Consule (PC or Xbox, or Playstation)

-   -   1. Game Program

Player Database

-   -   1. Player ID    -   2. Player Name    -   3. Player Address    -   4. Player Billing Information    -   5. Player Character ID(s) 1-N    -   6. Player Attribute Setting ID(s) 1-N

Character Database

-   -   1 Character ID    -   2. Character Attribute Settings 1-N

Available Attributes Database

-   -   1. Attribute ID    -   2. Attribute Title    -   3. Attribute Descriptor    -   4. Required Game Parameter ID

Game Parameter Database

-   -   1. Game Parameter ID    -   2. Game Parameter Title    -   3. Game Parameter Descriptor

The system shown above could be configured to apply an attribute to acharacter based on selection from other characters after the successfulcompletion of a game parameter. Accordingly, the system could beconfigured to:

-   -   1. Receive indication that a group of characters have completed        a game parameter    -   2. Determine if attributes are available for that parameter    -   3. Output attributes available to a first character in the party        to the other characters in the party    -   4. Receive at least one attribute selection    -   5. Apply attribute to first character account based on attribute        selection(s)

According to yet another embodiment, the present invention provides avoice system using voice recognition in a video game. In an massivemulti player online gaming experience, players can select a syntheticvoice for their characters in the game. When the player speaks into aheadset, his voice is converted into text using voice recognitionsoftware. The text can then be converted into messages spoken by thesynthetic voice selected by the user. According to some embodiments, thevoice can be available only if the character has reached a certain levelor acquired a certain attribute in the game. The game can be saved alongwith the converted text and synthetic voice of players, so that thesaved game result can be edited and turned into a product such as amovie or comic book.

According to some embodiments, the voice could be a celebrity voice.Each celebrity could charge a different fee for allowing a player to useher voice. The billing system would keep track of fees for eachcelebrity and pay them to celebrity accounts based on player usage. Feesfor using the speech in the game could be different then fees for usingthe speech in a saved game result, such as a movie.

According to some embodiments, certain words could be spoken indifferent celebrity voices by the same character. For instance certainslogans could be spoken in one voice, while the rest of the speech isspoken in another voice. Certain words, spoken by the synthetic voice ofcertain celebrities could only be available to characters once they haveacquired certain attributes in the game.

According to some embodiments, various character attributes that couldallow the character to speak in a certain synthetic voices include:

-   -   1. Obtaining a certain score in the game    -   2. Solving a certain puzzle in the game    -   3. Obtaining a certain level in the game    -   4. Acquiring a certain virtual item in the game    -   5. Obtaining a certain peer score in the game.    -   6. Paying an extra fee for the right to have access to certain        synthetic voices    -   7. Having a player account for a certain period of time    -   8. Purchasing a character expansion pack for the game.    -   9. Helping other player's in the game obtain certain attributes        for their characters

An exemplary system configured to provide a virtual environmentsynthetic and/or celebrity voices might include the following:

Central Server

-   -   1. Game Program    -   2. Voice to Text Program    -   3. Text to Voice Program    -   4. Game Databases    -   5. Saved Game Editor Program    -   6. Billing Program

Game Consule (PC or Xbox, or Playstation)

-   -   1. Game Program

Player Database

-   -   1. Player ID    -   2. Player Name    -   3. Player Address    -   4. Player Billing Information    -   5. Player Character ID(s) 1-N    -   6. Account Setting(s) for Voice-to-Text option(s)

Character Database

-   -   1. Character ID    -   2. Character Attributes 1-N    -   3. Character Setting(s) for Voice-to-Text option(s)    -   4. Saved Game Result(s) 1-N    -   5. Available Synthetic Voice Database    -   6. Synthetic Voice ID    -   7. Synthetic Voice Description    -   8. Synthetic Voice Alphabet and Sample Words

Saved Game Result Database

-   -   1. Saved Game ID Number    -   2. Saved Game File    -   3. Saved Game Status (raw, recompiled, edited)

The system described above may be configured to:

-   -   1. Receive voice recording    -   2. Convert voice recording into text    -   3. Display text in game    -   4. Save text in game result

Alternatively or additionally, the system described above may beconfigured to:

-   -   1. Receive text (either typed or spoken text)    -   2. Retrieve synthetic voice selection    -   3. Convert text into synthetic voice selection    -   4. Output text using synthetic voice selection

Alternatively or additionally, the system described above may beconfigured to:

-   -   1. Receive voice recording    -   2. Convert voice recording into text    -   3. Retrieve synthetic voice selection    -   4. Convert text into synthetic voice selection    -   5. Output text using synthetic voice selection

Alternatively or additionally, the system described above may beconfigured to:

-   -   1. Receive voice recording    -   2. Convert voice recording into text    -   3. Save text with saved game result    -   4. Retrieve saved game result in game editor    -   5. Receive edited text from game editor    -   6. Output saved game with edited text (in poster or comic book        format)

Alternatively or additionally, the system described above may beconfigured to:

-   -   1. Receive text of dialogue    -   2. Retrieve synthetic voice selection    -   3. Convert text into synthetic voice selection    -   4. Output text using synthetic voice selection    -   5. Save game result with synthetic voice selection    -   6. Retrieve saved game result in editor    -   7. Receive edited synthetic voice from game editor    -   8. Output saved game result with edited synthetic voice (in        movie format)

Alternatively or additionally, the system described above may beconfigured to:

-   -   1. Receive Player Log in    -   2. Determine character attributes    -   3. Determine Synthetic Voices Available for those character        attributes    -   4. Output Available Voices    -   5. Receive Player Synthetic Voice Selection    -   6. Save Player Synthetic Voice Selection

Alternatively or additionally, the system described above may beconfigured to:

-   -   1. Receive indication that Player completed Game Criteria    -   2. Determine if a Synthetic Voice is available for that Game        Criteria    -   3. If Synthetic Voice is available, flag player account with        access to Synthetic Voice.

Alternatively or additionally, the system described above may beconfigured to:

-   -   1. Receive player log in    -   2. Determine if synthetic voice is available for that player    -   3. Output offer to use synthetic voice    -   4. If offer is accepted store offer acceptance in player account    -   5. Activate Synthetic voice for that player account.

Alternatively or additionally, the system described above may beconfigured to:

-   -   1. Determine if Player account used (or signed up for) synthetic        voice    -   2. Retrieve fee for using synthetic voice    -   3. Retrieve player account information    -   4. Apply fee to player account

Alternatively or additionally, the system described above may beconfigured to:

-   -   1. Determine if player used editor to alter Voice to Text saved        game results    -   2. Retrieve fees for using editor    -   3. Retrieve player account information    -   4. Apply fee to player account

Alternatively or additionally, the system described above may beconfigured to:

-   -   1. Determine if player used Text to Voice in Editor    -   2. Retrieve fees for using editor    -   3. Retrieve player account information    -   4. Apply fee to player account

CONCLUSION

Of course it will be appreciated that the systems methods describedherein are provided for the purposes of example only and that none ofthe above systems methods should be interpreted as necessarily requiringany of the disclosed components or steps nor should they be interpretedas necessarily excluding any additional components or steps.

The invention is described with reference to several embodiments.However, the invention is not limited to the embodiments disclosed, andthose of ordinary skill in the art will recognize that the invention isreadily applicable to many other diverse embodiments and applications.Accordingly, the subject matter of the present disclosure includes allnovel and nonobvious combinations and subcombinations of the varioussystems, methods and configurations, and other features, functions,and/or properties disclosed herein.

Where a limitation of a first claim would cover one of a feature as wellas more than one of a feature (e.g., a limitation such as “at least onewidget” covers one widget as well as more than one widget), and where ina second claim that depends on the first claim, the second claim uses adefinite article “the” to refer to the limitation (e.g., “the widget”),this does not imply that the first claim covers only one of the feature,and this does not imply that the second claim covers only one of thefeature (e.g., “the widget” can cover both one widget and more than onewidget).

Each claim in a set of claims has a different scope. Therefore, forexample, where a limitation is explicitly recited in a dependent claim,but not explicitly recited in any claim from which the dependent claimdepends (directly or indirectly), that limitation is not to be read intoany claim from which the dependent claim depends.

When an ordinal number (such as “first”, “second”, “third” and so on) isused as an adjective before a term, that ordinal number is used (unlessexpressly specified otherwise) merely to indicate a particular feature,such as to distinguish that particular feature from another feature thatis described by the same term or by a similar term. For example, a“first widget” may be so named merely to distinguish it from, e.g., a“second widget”. Thus, the mere usage of the ordinal numbers “first” and“second” before the term “widget” does not indicate any otherrelationship between the two widgets, and likewise does not indicate anyother characteristics of either or both widgets. For example, the mereusage of the ordinal numbers “first” and “second” before the term“widget” (1) does not indicate that either widget comes before or afterany other in order or location; (2) does not indicate that either widgetoccurs or acts before or after any other in time; and (3) does notindicate that either widget ranks above or below any other, as inimportance or quality. In addition, the mere usage of ordinal numbersdoes not define a numerical limit to the features identified with theordinal numbers. For example, the mere usage of the ordinal numbers“first” and “second” before the term “widget” does not indicate thatthere must be no more than two widgets.

When a single device or article is described herein, more than onedevice/article (whether or not they cooperate) may alternatively be usedin place of the single device/article that is described. Accordingly,the functionality that is described as being possessed by a device mayalternatively be possessed by more than one device/article (whether ornot they cooperate).

Similarly, where more than one device or article is described herein(whether or not they cooperate), a single device/article mayalternatively be used in place of the more than one device or articlethat is described. For example, a plurality of computer-based devicesmay be substituted with a single computer-based device. Accordingly, thevarious functionality that is described as being possessed by more thanone device or article may alternatively be possessed by a singledevice/article.

The functionality and/or the features of a single device that isdescribed may be alternatively embodied by one or more other deviceswhich are described but are not explicitly described as having suchfunctionality/features. Thus, other embodiments need not include thedescribed device itself, but rather can include the one or more otherdevices which would, in those other embodiments, have suchfunctionality/features.

Numerous embodiments are described in this patent application, and arepresented for illustrative purposes only. The described embodiments arenot, and are not intended to be, limiting in any sense. The presentlydisclosed invention(s) are widely applicable to numerous embodiments, asis readily apparent from the disclosure. One of ordinary skill in theart will recognize that the disclosed invention(s) may be practiced withvarious modifications and alterations, such as structural, logical,software, and electrical modifications. Although particular features ofthe disclosed invention(s) may be described with reference to one ormore particular embodiments and/or drawings, it should be understoodthat such features are not limited to usage in the one or moreparticular embodiments or drawings with reference to which they aredescribed, unless expressly specified otherwise.

The present disclosure is neither a literal description of allembodiments of the invention nor a listing of features of the inventionwhich must be present in all embodiments.

Neither the Title (set forth at the beginning of the first page of thispatent application) nor the Abstract (set forth at the end of thispatent application) is to be taken as limiting in any way as the scopeof the disclosed invention(s). An Abstract has been included in thisapplication merely because an Abstract of not more than 150 words isrequired under 37 C.F.R. § 1.72(b).

The title of this patent application and headings of sections providedin this patent application are for convenience only, and are not to betaken as limiting the disclosure in any way.

Devices that are described as in communication with each other need notbe in continuous communication with each other, unless expresslyspecified otherwise. On the contrary, such devices need only transmit toeach other as necessary or desirable, and may actually refrain fromexchanging data most of the time. For example, a machine incommunication with another machine via the Internet may not transmitdata to the other machine for long period of time (e.g. weeks at atime). In addition, devices that are in communication with each othermay communicate directly or indirectly through one or moreintermediaries.

A description of an embodiment with several components or features doesnot imply that all or even any of such components/features are required.On the contrary, a variety of optional components are described toillustrate the wide variety of possible embodiments of the presentinvention(s). Unless otherwise specified explicitly, nocomponent/feature is essential or required.

Although process steps, algorithms or the like may be described in asequential order, such processes may be configured to work in differentorders. In other words, any sequence or order of steps that may beexplicitly described does not necessarily indicate a requirement thatthe steps be performed in that order. On the contrary, the steps ofprocesses described herein may be performed in any order practical.Further, some steps may be performed simultaneously despite beingdescribed or implied as occurring non-simultaneously (e.g., because onestep is described after the other step). Moreover, the illustration of aprocess by its depiction in a drawing does not imply that theillustrated process is exclusive of other variations and modificationsthereto, does not imply that the illustrated process or any of its stepsare necessary to the invention, and does not imply that the illustratedprocess is preferred.

Although a process may be described as including a plurality of steps,that does not imply that all or any of the steps are essential orrequired. Various other embodiments within the scope of the describedinvention(s) include other processes that omit some or all of thedescribed steps. Unless otherwise specified explicitly, no step isessential or required.

Although a product may be described as including a plurality ofcomponents, aspects, qualities, characteristics and/or features, thatdoes not indicate that all of the plurality are essential or required.Various other embodiments within the scope of the described invention(s)include other products that omit some or all of the described plurality.

Unless expressly specified otherwise, an enumerated list of items (whichmay or may not be numbered) does not imply that any or all of the itemsare mutually exclusive. Therefore it is possible, but not necessarilytrue, that something can be considered to be, or fit the definition of,two or more of the items in an enumerated list. Also, an item in theenumerated list can be a subset (a specific type of) of another item inthe enumerated list. For example, the enumerated list “a computer, alaptop, a PDA” does not imply that any or all of the three items of thatlist are mutually exclusive—e.g., an item can be both a laptop and acomputer, and a “laptop” can be a subset of (a specific type of) a“computer”.

Likewise, unless expressly specified otherwise, an enumerated list ofitems (which may or may not be numbered) does not imply that any or allof the items are collectively exhaustive or otherwise comprehensive ofany category. For example, the enumerated list “a computer, a laptop, aPDA” does not imply that any or all of the three items of that list arecomprehensive of any category.

Further, an enumerated listing of items does not imply that the itemsare ordered in any manner according to the order in which they areenumerated.

In a claim, a limitation of the claim which includes the phrase “meansfor” or the phrase “step for” means that 35 U.S.C. § 112, paragraph 6,applies to that limitation.

In a claim, a limitation of the claim which does not include the phrase“means for” or the phrase “step for” means that 35 U.S.C. § 112,paragraph 6 does not apply to that limitation, regardless of whetherthat limitation recites a function without recitation of structure,material or acts for performing that function. For example, in a claim,the mere use of the phrase “step of” or the phrase “steps of” inreferring to one or more steps of the claim or of another claim does notmean that 35 U.S.C. § 112, paragraph 6, applies to that step(s).

With respect to a means or a step for performing a specified function inaccordance with 35 U.S.C. § 112, paragraph 6, the correspondingstructure, material or acts described in the specification, andequivalents thereof, may perform additional functions as well as thespecified function.

Computers, processors, computing devices and like products arestructures that can perform a wide variety of functions. Such productscan be operable to perform a specified function by executing one or moreprograms, such as a program stored in a memory device of that product orin a memory device which that product accesses. Unless expresslyspecified otherwise, such a program need not be based on any particularalgorithm, such as any particular algorithm that might be disclosed inthis patent application. It is well known to one of ordinary skill inthe art that a specified function may be implemented via differentalgorithms, and any of a number of different algorithms would be a meredesign choice for carrying out the specified function.

Therefore, with respect to a means or a step for performing a specifiedfunction in accordance with 35 U.S.C. § 112, paragraph 6, structurecorresponding to a specified function includes any product programmed toperform the specified function. Such structure includes programmedproducts which perform the function, regardless of whether such productis programmed with (i) a disclosed algorithm for performing thefunction, (ii) an algorithm that is similar to a disclosed algorithm, or(iii) a different algorithm for performing the function.

The present disclosure provides, to one of ordinary skill in the art, anenabling description of several embodiments and/or inventions. Some ofthese embodiments and/or inventions may not be claimed in this patentapplication, but may nevertheless be claimed in one or more continuingapplications that claim the benefit of priority of this patentapplication. Applicants intend to file additional applications to pursuepatents for subject matter that has been disclosed and enabled but notclaimed in this patent application.

1. A method performed by a computer, comprising: communicating across anetwork to a plurality of video game consoles, in which each video gameconsole comprises a CPU and a memory, and in which each video gameconsole is programmed to permit a video game to be played by a playerwho controls a respective player character in the video game; providingto each video game console a virtual video game environment in which theplurality of player characters interact with one another; determiningthat the first player character has provided, to the second playercharacter, help in attempting to complete a game parameter; increasingan amount of help points of the first player character; decreasing anamount of help points of the second player character; and displaying, tothe first player, a numerical figure that indicates the help points ofthe first player character.
 2. The method of claim 1 further comprisingdetermining if the second player character has successfully completed agame parameter after receiving the help from the first player character.3. The method of claim 1 further comprising providing a reward to thefirst player character upon determining that the amount of help pointsof the first player character is above a threshold.
 4. The method ofclaim 3 wherein the virtual video game environment includes a pluralityof levels and the reward is access to a new level.
 5. The method ofclaim 1 further comprising a virtual market place in which players canpost help-related requests.
 6. The method of claim 5 wherein thehelp-related requests comprise requests for help.
 7. The method of claim5 wherein the help-related requests comprise offers to give help.
 8. Anapparatus comprising: a computer that is operable to communicate acrossa network to a plurality of video game consoles, in which each videogame console comprises a CPU and a memory, and in which each video gameconsole is programmed to permit a video game to be played by a playerwho controls a respective player character in the video game; in whichthe computer is programmed to: provide, to each video game console, avirtual game environment which comprises a plurality of game parameters,and which permits the plurality of player characters to interact withone another; determine that the first player character has provided, tothe second player character, help in attempting to complete a gameparameter; increase an amount of help points of the first playercharacter; decrease an amount of help points of the second playercharacter; and display, to the first player, a numerical figure thatindicates the help points of the first player character; and a storagedevice, in communication with the computer, that stores a databaseconfigured to record the helpfulness of the player characters as theyinteract with the virtual game environment.
 9. The apparatus of claim 8in which the computer is further programmed to determine when the firstplayer character has given help to the second player character.
 10. Theapparatus of claim 8 in which the computer is further programmed toidentify the means by which the first player character can successfullycomplete a game parameter.
 11. The apparatus of claim 10 wherein themeans by which the first player character can successfully complete thegame parameter comprises giving help to the second player character. 12.The apparatus of claim 10 wherein the means by which the first playercharacter can successfully complete the game parameter comprisesreceiving help from the second player character.
 13. The apparatus ofclaim 8 in which the computer is further programmed to identify the gameparameters that the second player character has successfully completedas the second player character has interacted with the virtual gameenvironment.